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@Elk:
Playing a lot around with how to effectively stylize materials and light/shadow to keep the detailled impression, while using very broad clusters wherever possible and keeping it nicely usable and simple for overall game purposes. I don't think there is a whole lot difference to the more realistic sprites just in terms of drawing skill, it's just a slightly more streamlined style.
Maybe a bit, can't say for sure.
It's a rather a skinny muscular type than a buffy muscular type, which makes the pecs not that round. The upper arm and shoulder is in this pose actually moved forward. So in my imagination because of the placement of the upper arm bone the pec wouldn't wrap around the ribcage as strong as in a neutral pose.
But it's 100% drawn out of mind, so well, some imperfections are expected. I Guess a slightly wrong placed nipple doesn't destroy too much of the big image though.
I'm really bothered by his nipple, being this muscular and standing in that angle; shouldn't it be more to the side?
@omrii nah that was a joke XD
love the thorso and the left leg the most :)
youre right about the face, it was kind of unfortunate but it will do
the right leg looks as if only the tip was on the ground however, but standbein/spielbein is something tricky, the overall message is given, that the most weight is on the left one
generally this reminds me a lot of ahruon and splatpixel
i also really like your simplistic approach, in comparison to the usual overpolishedness of your sprites :p
forgot to mention that I won't ever pixel a face at this size out of that angle again. Maybe should edit it in the description as well. That setup was untested as I started it, but generally is just to weak in terms of axis alignement and to unforgiving to get it right with clean clusters at this size - which mainly backfires at eyes or things where the human brain is really sensitive with. Speak things we really look at and where I found out that the artist is at this size more than limited to a few working solutions. The face also doesn't look optimal in terms of depth because foreshortening of features can't be depicted really well and I played a long time just iwth getting the nose believable.
I just tried to solve everything as good as possible but the angles arre to fine and the pixels to big to get it really right.
And being nitpicky is Ok I guess. At a certain point anatomical canon, details or even the level and form of stylization all just comes down to preference or even believe how you think it should be right and effectively don't change a lot on the outcome.
Unless we copy photos or real life references and compare them we never can be 100% sure how something looks, since there is a great deal of difference in human proportions. Keep in mind that idealized proportions could be wrong too. But tiny inconsistencies usually never hold a drawing back to get the ideas across.
In terms of drawings I think it' smuch more important that it looks believable, that arms and legs and symmetrical details have about the right sizes and lengths and that the overall proportions are alright.
Ah it's nice! The hand with the flame. Very pretty!
If I'm gonna be all critical I'd say some anatomy and perspective seems slightly off. The biceps looks kinda long compared to the shoulder muscle area and his right eye area looks a bit too big somehow? Like it's drawn at a slightly different angle.
But I'm being nitpicky. I dig the metal arm and leg and general concept. Solid stuff.
His abs are a bit weird looking but the rest very cool. :D
Inspirations for this Character were
-Siegfried of the Nibelungen,
-Götz von Berlichingen,
-H.P.Lovecraft
-Tons of WWI stuff
Based off of Edward Elric from Fullmetal Alchemist I'm assuming?
It certainly doesn't destroy the piece, sorry if I made it sound like that.